1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_DROPPED_WEAPON_H
#define TF_DROPPED_WEAPON_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#define CTFDroppedWeapon C_TFDroppedWeapon
#endif // CLIENT_DLL
#ifdef GAME_DLL
class CTFPlayer;
#endif // GAME_DLL
DECLARE_AUTO_LIST( IDroppedWeaponAutoList );
class CTFDroppedWeapon : public CBaseAnimating, public IDroppedWeaponAutoList
{
public:
DECLARE_CLASS( CTFDroppedWeapon, CBaseAnimating );
DECLARE_NETWORKCLASS();
CTFDroppedWeapon();
~CTFDroppedWeapon();
virtual void Spawn() OVERRIDE;
#ifdef CLIENT_DLL
virtual void OnPreDataChanged( DataUpdateType_t updateType ) OVERRIDE;
virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
virtual void ClientThink() OVERRIDE;
// target id
virtual bool IsVisibleToTargetID( void ) const OVERRIDE;
// Draw Attachment models
virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
virtual IMaterial *GetEconWeaponMaterialOverride( int iTeam ) OVERRIDE;
virtual void ModifyEmitSoundParams( EmitSound_t ¶ms ) OVERRIDE;
#endif // CLIENT_DLL
#ifdef GAME_DLL
static CTFDroppedWeapon *Create( CTFPlayer *pLastOwner, const Vector &vecOrigin, const QAngle &vecAngles, const char *pszModelName, const CEconItemView *pItem );
void InitDroppedWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon, bool bSwap, bool bIsSuicide = false );
void InitPickedUpWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon );
void ChargeLevelDegradeThink();
#endif // GAME_DLL
CEconItemView *GetItem() { return &m_Item; }
const CEconItemView *GetItem() const { return &m_Item; }
float GetChargeLevel( void ){ return m_flChargeLevel; }
private:
CNetworkVarEmbedded( CEconItemView, m_Item );
CNetworkVar( float, m_flChargeLevel );
#ifdef GAME_DLL
CHandle< CTFPlayer > m_hPlayer;
// preserve weapon ammo in the clip
void SetItem( const CEconItemView *pItem );
// preserve ammo count
int m_nClip;
int m_nAmmo;
int m_nDetonated;
float m_flEnergy;
float m_flEffectBarRegenTime;
float m_flNextPrimaryAttack;
float m_flNextSecondaryAttack;
#endif // GAME_DLL
#ifdef CLIENT_DLL
void SetupParticleEffect();
HPARTICLEFFECT m_effect;
CHandle< C_BaseAnimating > m_worldmodelStatTrakAddon;
void UpdateGlowEffect( void );
void DestroyGlowEffect( void );
CGlowObject *m_pGlowEffect;
bool m_bShouldGlowForLocalPlayer;
CUtlVector<AttachedModelData_t> m_vecAttachedModels;
float m_flOldChargeLevel;
#endif // CLIENT_DLL
};
#endif // TF_DROPPED_WEAPON_H
|